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OMG They've changed insurance FINALLY!

Taylor

Former Stratics CEO (2011-2014)
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Doesn't affect my gameplay in the slightest. If it helps new players, more power to 'em.
 

Val-Tur

Lore Keeper
Stratics Veteran
Stratics Legend
I don't like this system. If I pick something up or get a drop I might need to insure it quickly and flicking through pages of items isn't quick, and probably gives more chance of you accidentally uninsuring something via a checkbox.

The cost changes don't matter to me.
I wish they would leave the toggle item option active along with the new system. In the heat of battle (pvm), it would be stupid to have to sort through a menu to insure that drop you just got only to possibly lose it on a corpse because you could not find it in the list fast enough.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
So does PvM still take insurance out of your account if you die?

I like the idea of scaling it, but now we need a gold sink more than ever.
You pay the insurance cost the first time you insure an item. After that, whether you pay insurance again on that item normally depends on whether you have insurance set up to renew itself automatically when your character dies (regardless of how your character died). If you don't have automatic renewal turned on, then the item goes to your backpack after the first time you die but it will no longer be insured, no additional money comes out of your bank account for insurance purposes, and you see no message about the insurance renewal cost in your journal or on-screen.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
That gump is HUGE and going to be a terrible hindrance if you get something while out hunting and want to insure it. It isn't at all unusual for me to have 10-20 looted items in my pack while out hunting and want to insure just the most recently looted item. And if I'm out stuffing things in a bag to unravel, then this new gump will be absolutely AWFUL.

Please please give us another way to be able to turn on insurance on just one item in our pack, the way we do it now. It's nice to have something like that gump to double check that the items you want to have insured are in fact insured. But that gump will NOT work for insuring just one item that you just picked up while you're busy trying to stay alive. No way that is going to work.

Also, I would really like to read something from the developers explaining WHY this change is being made at this time. I fear we may have some drastic and nasty changes headed our way and this is just the tip of the iceberg. If this is leading up to something like forced inclusion in something like Order/Chaos guilds no matter where you are in the world, please tell me know so I can quit and not waste any more money on this game. I still have Cal's "wild wild West" comment in the back of my mind and this change has me very concerned about where things are heading.
 
A

AesSedai

Guest
....
There is just one big flaw to that equation...........
..........There arent any newbies.
- If they build it, it stands to reason, they will come.

How do we get new players?
Maybe: make it easier for them to actively get into a good bit of the UO experience?

Could any of the moderate pessimists here fathom the thought that they might be trying to improve UO in a series of stages, as they cannot possibly do it all at once?

*gasps* what if they even advertised UO once more, once they have changed things a bit to make it easier for new players to jump in.
*faints* what if most item slots are easier to top out than it has been in the past [aka level-er playing field]? Could UO become a more personal player-skill based game rather than an item based game that so many have complained about for so long?

...granted, it is all for naught if all you have to do is google a cheat website and proceed to cheat in order to feel superior & destroy the intended balance of UO game systems & destroy the enjoyment of so many that would prefer to play a game rather than cheat it...

(so as a little reminder to all: focusing on the game abusers / cheaters should still be, all these years later, the #1 focus of development, engineering and design of UO, imnsho)

- Just a thought.
 

Val-Tur

Lore Keeper
Stratics Veteran
Stratics Legend
I logged into TC1 to see for myself how this new menu worked. On one hand, it is nice to be able to see a list of insured items with handy little check boxes and total cost shown at the bottom. When I am sitting in my house or at the bank, yes the menu's are nice. On the other hand, when I am out hunting, I don't want to sort through a menu to insure my new item. Especially if I am in a heated battle and the outcome might be uncertain.

I seriously doubt at this point any developers are left who coded UO for more than the last 3 years or so. IMHO the lack (or removal) of the quick toggle shows that the direction of UO development is moving further and further away from the uniqueness of the UO interface. The quick toggle for insurance was beneficial and useful. Love and hate it, the UO interface has historically been more about being able to directly *put your hands on* the game world. It's called interacting. Not digging through countless menu's. Want to use scissors on cloth? Click them and target cloth. Want to harvest cotton? Click on it and drag to your pack. Direct interaction is largely missing from the current MMO's. Just download the current mod and it will play the game for you.

Along the lines of this new insurance menu, why don't you developers clean up the garbage of a quest system we have that makes you toggle and click on every single quest item and each item must be in the top backpack scattered in with all the other crap in your backpack. A menu with check boxes or check 5,10,15 items like this one would be some step in the right direction there.

Don't get me wrong. Hotkeys, crafting menu's, runebooks, those type of things have taken a lot of chore out of UO and been mostly beneficial. But the development teams we have had in the last few years seem to be all about removing a lot of the direct interaction between player and the game. I really do want UO to improve and to provide the player with access to information about our day to day gameplay that is hidden from us (I.E. total insurance cost on current player, totals of magic effects on player - like shown on test). But please stop taking away the direct way we have been able to interact with our game world. Let the improvements be additions to that, not total replacements.
 

JC the Builder

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Benefactor
No you only got 50% of the cost, for pvp. Unless they changed it long ago. So for each item you were rewarded 300gp. So yes this is a gift to Pvpers.
It only costs 300 gold to reinsure items when you died to another player. So you got 100% of the payout.
 
J

Jhym

Guest
Ignoring all the whining...

This makes me think they perhaps finally fixed the various insurance bugs, probably by redoing the system. Which would be nice...

:popcorn:
 

Konge

Lore Master
Stratics Veteran
Stratics Legend
It only costs 300 gold to reinsure items when you died to another player. So you got 100% of the payout.
Nope, killer gets HALF of the 300gp per, Don't make me go through the patch notes... I think it's.... 20 something when this was added and wasn't removed since.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
Below is some information I assembled in May 2008 regarding insurance and insurance renewal costs. I think this information is still correct (aside from what's being tested on TC1).

- The first time you insure an item, it costs 600 gp.

- If you have automatic renewal of insurance turned on and die, your character will pay for renewing insurance on each previously insured item at the following rates: (a) 600 gp for a non-PvP death; (b) 600 gp if your character is killed by one of his/her own pets (regardless of your character's faction membership); (b) 300 gp for a PvP death at the hands of a character not in an enemy faction; (c) 100 gp for a death at the hands of an enemy faction member; (d) 600 gp if you die to an enemy faction monster; and (d) 100 gp if you directly suicide your faction character.

- If your character directly kills another character not in an enemy faction, 300 gp is deposited into your character's bankbox for each of the decedent's items that was insured at the time of the decedent's death, regardless of whether the decedent has auto renewal of insurance in effect.

- If your character directly kills another character that is in an enemy faction, 100 gp is deposited into your character's bankbox for each of the decedent's items that was insured at the time of death, regardless of whether the decedent has auto renewal of insurance in effect.

- If your character that is in factions commits suicide by his or her own hand, your character gets 100 gp for each item that was insured at the time of death. (So if you had items insured and automatic renewal turned on, 100 gp is withdrawn from your character's bankbox for each item and then 100 gp is deposited in the bankbox for each item. In effect it costs you nothing to commit suicide with a faction character but you do go into skill loss for 20 minutes.) I believe, but am not 100% certain, that the insurance premium return and insurance renewal also works this way (i.e., it's a "wash") if your character dies because of damage from an enemy faction trap or guard.

- If your character's pet kills your character or any other character, regardless of whether the other character is in an enemy faction, your character receives nothing.
 

phantus

Stratics Legend
Stratics Veteran
Stratics Legend
Sooo...what is this change going to accomplish? Please don't say pvp. People who want to pvp are going to do it if they get money or they don't. New players? What new players? Returning players? They don't need it. Noone is scrambling to play a 10 year old game with no resources to add content like MMO#7364585 that everyone is playing this month anyway.

How about we get to rebuilding Magincia and actually have a reason to login? That would be great. kthxbye!
 

Kellgory

Certifiable
Stratics Veteran
Stratics Legend
I thought the problem was too much gold in the game and the devs were looking at new gold sinks, but now they turn around and make insurance cheaper. I just don't like them screwing around with the coding on insurance because more than likely its going to cause more problems.
 

JC the Builder

Crazed Zealot
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Stratics Legend
Campaign Benefactor
Nope, killer gets HALF of the 300gp per, Don't make me go through the patch notes... I think it's.... 20 something when this was added and wasn't removed since.
Now they get half with the new publish. I am saying you got 100% of the payout before the publish. So this is a nerf for PVPers collecting insurance because you only get 50% now. That is quite a big nerf.
 

Konge

Lore Master
Stratics Veteran
Stratics Legend
Now they get half with the new publish. I am saying you got 100% of the payout before the publish. So this is a nerf for PVPers collecting insurance because you only get 50% now. That is quite a big nerf.
No i'm pretty sure it was half before, not talking about factions, talking about just general pvp.
 

Ezekiel Zane

Grand Poobah
Stratics Veteran
Stratics Legend
A lot of PvPrs take the screenshot of the deposit notification. Maybe JC can post one. Pretty sure that the full amount, of whatever it costs to re-insure, is deposited into the victor's bank. Keeping in mind that a PvP death only costs you 50% of the 600gp. If a player has say 10 - 20 items insured upon death you'll see messages for anywhere between 3000 and 6000 gp deposited. Pretty common amounts IMO. My dexxer costs about 5k to re-insure when killed.
 

Ezekiel Zane

Grand Poobah
Stratics Veteran
Stratics Legend
As far as this being any kind of a nerf to PvP insurance winnings, I wouldn't be so quick to judge. Most PvP are using top-end gear, artifacts, etc. Why would that change? Only would change if the scale isn't adjusted so that top-end stuff is at the max 600gp, which it should be.

I mean a MR2, LRC+, 60 resists piece should still be costing 600gp to insure. If it's not then we need to petition that it be so.
 
S

Smokin

Guest
Now they get half with the new publish. I am saying you got 100% of the payout before the publish. So this is a nerf for PVPers collecting insurance because you only get 50% now. That is quite a big nerf.
Well I have tested it and they get what it cost the person to insure the items, so if it cost 4800gp then they get 4800gp when they kill. That is 100%. Its a benifit to pvpers. Go test it yourself and see.

So its also no longer a gold sink unless a monster kills you or a faction member.
 

Theo_GL

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
Wasn't broken, utter waste of resources.
QFT

This is dis-improvement. No reason to change anything and a complete waste of development time.

How about a jewelry box to store jewels?

The dress forms allowing you to put armor on them and calculate the totals?

How about fixing the 'lack of cohesion' on gates?

How about fixing monsters that speedhack after you if they are chasing and you recall out and then back in? (They will even follow you if hidden)

Etc etc etc

So many more things you could be working on....

If you wanted to make life easier for new players - then up the resist on the 'stock' armor that players get so it all has 10/10/10/10/10 resist and bless it and give them a 35% di blessed dagger.

That would be easier than a complete change to the insure system.
 

Thav12

Seasoned Veteran
Stratics Veteran
Stratics Legend
Personally, i think this was a bug, and it was waiting to be addressed. It costs more to insure an item than to purchase it.

Now, I also believe that they should take this a bit further and make it more expensive to insure arties and items with very high "imbuing" scores. Problem with that is that some items are perhaps not very "valuable" in that system, but are extremely valuable due to rarity. Take a crimmy for instance, not to great of an item, but rare and useful so extremely valuable. Can someone come up with a better formula?

now, for PvP it should actually be implemented with a scale going up to say 15K for the most valuable items. This will make things SO much more interesting. Now, in stead of just being the most geared up clown in fel, you may actually boast SKILL. It will be an impetus to some to try and scale down their gear to say the former GM level gear, if it will cost you 150-200K per death. In factions you could insure with silver perhaps, to make it such that you can still use your faction gear. It will be a motivation to kill faction players more I guess, if you can get incremental amounts of faction silver of enemy factions' insurance. Pimped out factionistas will pay dearly for their uberness.

I think this was a very welcome change, that just stands to be tweaked some to get the maximum result out of this new system. Don't be afraid of change, welcome it!
 

Freelsy

Babbling Loonie
Stratics Veteran
Stratics Legend
Here's a great idea. Get rid of insurance all together. One blessed item is all you get and everything else is lootable. We'll see what kind of pvm and pvp takes place after that :)
 

Thav12

Seasoned Veteran
Stratics Veteran
Stratics Legend
QFT

This is dis-improvement. No reason to change anything and a complete waste of development time.

How about a jewelry box to store jewels?

The dress forms allowing you to put armor on them and calculate the totals?

How about fixing the 'lack of cohesion' on gates?

How about fixing monsters that speedhack after you if they are chasing and you recall out and then back in? (They will even follow you if hidden)

Etc etc etc

So many more things you could be working on....

If you wanted to make life easier for new players - then up the resist on the 'stock' armor that players get so it all has 10/10/10/10/10 resist and bless it and give them a 35% di blessed dagger.

That would be easier than a complete change to the insure system.
QFT right back at ya. What a bunch of nonsense right here. Yes it would be nice to have a jewel box and yes monsters occasionally chase you like you are describing. None of those issues are fundamental issues damaging the game. Insurance and consequences of death in this game go to the absolute root of why people continue to play this game. It is the only MMORPG that adds any sort of meaning to death (other than time it takes to run back to or from your corpse to get rezzed). That is why I play this game, but it has lost a lot of that excitement and meaningfulness, in part due to severe inflation. This change may herald a beginnings of the return of the "meaning of life" in UO. Stop the trolls that just repeat their own soap box issues and start embracing meaningful discussion items that may keep this game alive for another decade or two. I am not a hard core PvP'er, nor am I a Trammel care bear (are you?) I think I am fairly representative of a lot of UO players though that really want it both to some degree, and have been utterly disenfranchised since the say publish 16-20, and the lack of action against the reward to the repetitive non-stop (scripted or not) mouse clickers that have been able to reap milions. (Gold sinks can be applied and would limit inflation to some degree, but it does nothing to the discrepancy in reward between actually playing the game and mindlessly (script aided or not) clicking on the repeat button to get gold. Sheit, i am not interested in the other EA chat box called Pogo. go click there if you like repetitive clicking) . Oh and to the "nothing gets done about cheating" repetitive mantra: The cheating crap in this game has already been solved to a large extent, if it weren't for all those same "limited progressive minds" who refuse to adapt to using the new EC because it makes their eyes bleed or something... What a bunch of BS.... 5000 posts and nothing new...

Anyhow, there goes my rant of the month... see my other post for constructive criticism...
 

Thav12

Seasoned Veteran
Stratics Veteran
Stratics Legend
Here's a great idea. Get rid of insurance all together. One blessed item is all you get and everything else is lootable. We'll see what kind of pvm and pvp takes place after that :)
That place already exists (standard reply from Siege players to everyone and everything)

go to Siege!


Oh wait, you are already there... Just makes me wonder why so few others are there, although I am sure that is a multilevel issue, not just this one.



Insurance is great. It works in real life too. However, if you run a high risk life you pay through the nose to keep it up. I am for upping the insurance costs dramatically. And believe me, it will hurt me quite a bit financially but it will make my game experience oh so much better if it actually started to mean something again to die. I just don't want to loose my stuff, I want to loose gold.
 

Mesanna

UO Producer | Dark OverLady
VIP
Stratics Veteran
Stratics Legend
Updates for TC1

This is a message from Bleak, the Eng. working on this project.

These will be published by Friday.

We have some bug fixes and updates in the works base on the feedback we received so far. We will be increasing the max insurance cost from 600 gp to 800 gp. This will allow the artifacts costs to be more in line with their item intensities. This will not affect insurance cost that are currently below 600 on TC1. Also the item insurance gump displays all insurable items on your paperdoll first then displays all other equippable items.

So as stated before these changes will not be going live until they are completely ready. We will need your help to get them to this point. Please try to get on the test center, insure some items, and get yourself killed in new and interesting ways. As usual, report any bugs you find to [email protected]. 


Thank you for all your feedback and comments.

Mesanna
 
T

Tinsil

Guest
Updates for TC1

This is a message from Bleak, the Eng. working on this project.

These will be published by Friday.

We have some bug fixes and updates in the works base on the feedback we received so far. We will be increasing the max insurance cost from 600 gp to 800 gp. This will allow the artifacts costs to be more in line with their item intensities. This will not affect insurance cost that are currently below 600 on TC1. Also the item insurance gump displays all insurable items on your paperdoll first then displays all other equippable items.

So as stated before these changes will not be going live until they are completely ready. We will need your help to get them to this point. Please try to get on the test center, insure some items, and get yourself killed in new and interesting ways. As usual, report any bugs you find to [email protected]. 


Thank you for all your feedback and comments.

Mesanna
Please consider increasing it even further for high-end arties if possible. The way the amount of gold has skyrocketed would make 1.5-2k per item not hard to handle for high end arties, and would help at least remove SOME gold from the game.
 
C

canary

Guest
So as stated before these changes will not be going live until they are completely ready. We will need your help to get them to this point. Please try to get on the test center, insure some items, and get yourself killed in new and interesting ways. As usual, report any bugs you find to [email protected]. 


Thank you for all your feedback and comments.

Mesanna
That's awesome, now please start reading the bug reports dating from 2007 on the KR/EC client and start working on them. Thanks.
 
S

Salya Sin

Guest
I thought the problem was too much gold in the game and the devs were looking at new gold sinks, but now they turn around and make insurance cheaper. I just don't like them screwing around with the coding on insurance because more than likely its going to cause more problems.
There is too much gold in the game? WOW! Ok everyone... pass some of it my way... I've spent my entire UO life without more than 9 mil... 9 mil being the highest I've ever gotten...

SHARE THE WEALTH! Momma needs a new castle!
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
Updates for TC1

This is a message from Bleak, the Eng. working on this project.

These will be published by Friday.

We have some bug fixes and updates in the works base on the feedback we received so far. We will be increasing the max insurance cost from 600 gp to 800 gp. This will allow the artifacts costs to be more in line with their item intensities. This will not affect insurance cost that are currently below 600 on TC1. Also the item insurance gump displays all insurable items on your paperdoll first then displays all other equippable items.

So as stated before these changes will not be going live until they are completely ready. We will need your help to get them to this point. Please try to get on the test center, insure some items, and get yourself killed in new and interesting ways. As usual, report any bugs you find to [email protected]. 


Thank you for all your feedback and comments.

Mesanna
Please consider increasing it even further for high-end arties if possible. The way the amount of gold has skyrocketed would make 1.5-2k per item not hard to handle for high end arties, and would help at least remove SOME gold from the game.
They probably will.

Consider this - Wouldn't it be better for them to test this new system at these lower costs, then raise it later, once the bugs are worked out?

Imagine if they had the top rate at 5k, 10k or 50k, and there ended up being a bug with the new system that doesn't become obvious until it has been on production shards for a month? Given the sheer amount of money in Test Center banks, actually noticing bugs with the new system will be problematic.

It's better to get the new system in at something resembling the original rates, first; then raise the prices once it proves viable.
 
D

Der Rock

Guest
Updates for TC1

This is a message from Bleak, the Eng. working on this project.

These will be published by Friday.

We have some bug fixes and updates in the works base on the feedback we received so far. We will be increasing the max insurance cost from 600 gp to 800 gp. This will allow the artifacts costs to be more in line with their item intensities. This will not affect insurance cost that are currently below 600 on TC1. Also the item insurance gump displays all insurable items on your paperdoll first then displays all other equippable items.

So as stated before these changes will not be going live until they are completely ready. We will need your help to get them to this point. Please try to get on the test center, insure some items, and get yourself killed in new and interesting ways. As usual, report any bugs you find to [email protected]. 


Thank you for all your feedback and comments.

Mesanna
so you´ll change insurence max from 600 to 800 gold?
WHY?
what is the sense behind this change?
Do you change it because of the "voice of the player" IF ,then how do you KNOW what the majotrity like?
THIS realy disappointed me again :(
Because 5 player beg for higher insurence here on stratics and you follow again a minority of loud but wrong asking.
Do YOU(DEV´s) sometimes try to think a little bit logical ?
Example: the mayor go to the street and ask the citizen,do you like to pay 600 gold tax or 800 gold tax,995 citizen say NO and 5 say yes,ok,lets raise the tax to 800. LOL
Do you REAYLY think the mayor will keep his job? LOL
You will LOSE player if you furthermore follow a VERY small but loud group of stratics poster !

ps.: 50 000 gold cost for EVERYTIME a red-player enter a fel/champ dungeon.how about that? ;) think about,i bet there are 4 more players who like THIS idia ;)
that would be the biggest goldsink uo ever saw
 
D

Der Rock

Guest
so you´ll change insurence max from 600 to 800 gold?
WHY?
what is the sense behind this change?
Do you change it because of the "voice of the player" IF ,then how do you KNOW what the majotrity like?
THIS realy disappointed me again :(
Because 5 player beg for higher insurence here on stratics and you follow again a minority of loud but wrong asking.
Do YOU(DEV´s) sometimes try to think a little bit logical ?
Example: the mayor go to the street and ask the citizen,do you like to pay 600 gold tax or 800 gold tax,995 citizen say NO and 5 say yes,ok,lets raise the tax to 800. LOL
Do you REAYLY think the mayor will keep his job? LOL
You will LOSE player if you furthermore follow a VERY small but loud group of stratics poster !

ps.: 50 000 gold cost for EVERYTIME a red-player enter a fel/champ dungeon.how about that? ;) think about,i bet there are 4 more players who like THIS idia ;)
that would be the biggest goldsink uo ever saw
AND, say to Cal,because he asked in the japan interview,how to bring asian player to pvp,the answer is .....raise the insurence..........hmm sounds logical to me...;)
 

Ezekiel Zane

Grand Poobah
Stratics Veteran
Stratics Legend
Go kill one undead guardian at the Tomb of Kings and collect an easy 1100 gold. Four spawn every round along with some silver serpents for even more gold and some imbuing ingredients. 800 gold is still too low for artifacts and uber gear insurance.
 
D

Der Rock

Guest
Go kill one undead guardian at the Tomb of Kings and collect an easy 1100 gold. Four spawn every round along with some silver serpents for even more gold and some imbuing ingredients. 800 gold is still too low for artifacts and uber gear insurance.
ok,can YOU accurate explain WHY you PERSONAL like to pay much more for insurence?

if insurence is to low for you personal, why dont you simply drop everytime you die 50k extra gold on the ground,would´t this help your problem with low insurence?
 

Ezekiel Zane

Grand Poobah
Stratics Veteran
Stratics Legend
Elite items should cost the most to insure. Artifacts and items with property intensities in the 600%+ range and costing 10mil - 25 mil gold should cost more to insure than 600 or 800gp.

There are many players who agree the top-end items should cost more. Most aren't asking for extremes but 600gp is sooo low that 1200 or even 2000 is in the right range IMO.

New players, truly new players wouldn't be effected by higher cost to insure uber items and artifacts. They aren't going to be possessing these items until they've made a good amount of gold anyways. Unless someone gives them stuff, if that's the case that person should make sure to teach the new player about insurance and it's associated costs.
 
S

Smokin

Guest
I can't say I agree with over 800 gp. Most suit would cost about 20k if you went with 2k per above 600 intensity. Only reason I say this is because now for killing in pvp you get it all. So would be more rez killing and less and less people would even want to step foot in Fel. Knowing your gold is going to the guy that killed you.
 
D

Der Rock

Guest
Elite items should cost the most to insure. Artifacts and items with property intensities in the 600%- range and costing 10mil - 25 mil gold should cost more to insure than 600 or 800gp.

There are many players who agree the top-end items should cost more. Most aren't asking for extremes but 600gp is sooo low that 1200 or even 2000 is in the right range IMO.

you didn´t answer the question , try again !

can YOU accurate explain WHY you PERSONAL like to pay much more for insurence?
 

Ezekiel Zane

Grand Poobah
Stratics Veteran
Stratics Legend
you didn´t answer the question , try again !

can YOU accurate explain WHY you PERSONAL like to pay much more for insurence?
Man I'd prefer to pay no insurance. Insurance sucks even in real life, right up until you actually need to use it. Then you're really glad you have it or up the creek if you don't.

Look, if they are going to go ahead with tweaking the insurance then lets get it right. I'm not saying my numbers are on the mark but gold is way too easy to get in UO nowadays. I can make 20k in gold only, in 5 minutes. That doesn't even count the value of loot or ingredients.

If they get it right then the scale should allow for all normal items, all mediocre items, all above average items and all other items that aren't armor or weapons to cost 600gp or way less to insure. Only the highest intensity artifacts and uber, elite armor and weapons need cost more to insure.

How about they reverse the insurance costs from the old way. A PvP death means 100% cost to re-insure and it goes to the victor. A PvM death though is a 50% cost to re-insure and of course is a gold sink.
 
D

Der Rock

Guest
If they get it right then the scale should allow for all normal items, all mediocre items, all above average items and all other items that aren't armor or weapons to cost 600gp or way less to insure. Only the highest intensity artifacts and uber, elite armor and weapons need cost more to insure.

how about this :

normal items 0 gold
medicore 100 gold
artie items 500 gold
elite items 600 gold

;)

and i would love to see :

bandages 1 gold each
potions 10 gold each
resources 10 gold each (apples and such)

ok ? accept ? ;)
 

Kirthag

Former Stratics Publisher
Alumni
Stratics Veteran
Stratics Legend
Campaign Benefactor
please note I did't read everything.. but playing around with the new insurance gump...


1-keep the ability to insure "on the fly" by clicking our person and adding insurance to an item - AS IT IS NOW. Insuring rares, stealables or other items while on the run is havoc with a gump!

2-PLEASE do something about that "transparent" background in some gumps for the Classic Client (including the item insurance! It is HORRIBLE! Cannot see the text, have to move things around just to read it... Its okay for smaller things like hovering over a bag or weapon, but so huge like that is horrible on readability and legibility!

3-Rather than listing EVERYTHING in the gump (for some of us are pac-rats and carry all kinds of pixels), have it so it lists only the currently insured items. Then, any new items to be insured would be done by the current "Toggle item insurance" from clicking our avatar list (as we do it currently)



and finally

4 - Why work on this when there are SO MANY OTHER THINGS that need work?
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
Insurance hasn't been a gold sink for a very long time.

Making the kinds of items noobs have cost less in insurance makes sense.

But overall I'm divided on the changes...In large part because I wonder if this isn't really just a trial balloon for bigger, catastrophic changes later.

-Galen's player
 
J

Jhym

Guest
4 - I'm pretty sure they're fixing the underlying insurance bugs, which meant redesigning the system anyway. So they took it as an opportunity to adjust the interface to make it more useful.

As for the money issue -- if folks are soooooooooooo concerned about gold sinking, then give PvPers NOTHING for a kill. Solves the problem, huh.
 

Storm

UO Forum Moderator
Alumni
Stratics Veteran
Stratics Legend
Awards
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Insurance hasn't been a gold sink for a very long time.

Making the kinds of items noobs have cost less in insurance makes sense.

But overall I'm divided on the changes...In large part because I wonder if this isn't really just a trial balloon for bigger, catastrophic changes later.

-Galen's player
I have actually been thinking this same thing along with some of the additions and changes they have been making! I think i have a Idea of what they are steering towards but prefer to keep it to myself for now (mainly because I dont want to start i big discussion (argument)!)
 

TheBlackCobra

Sage
Stratics Veteran
Stratics Legend
Nice to see they've done this at last, but I'm stunned that people want to charge MORE gold for insurance. I wiped out every gold I had on deaths the other day, and it's taken me 2 days to get back up to 40k. Mind you, I've never been one for farming gold, and my mage isn't much good at staying alive at the best of times.
 
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